Jump to content

Search the Community

Showing results for tags 'terrain'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
    • Player Spotlight
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 17 results

  1. Parallax Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces. Watch the trailer here: Features Overview Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including: Tessellation Self-shadowing Accurate lighting Accurate normal mapping Support for multiple lights Reflections Specular highlights Metallic materials Influence mapping Improvements The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Texture blending is a much smoother transition and varies based on the distance from the camera You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour. Reflections are more accurate No lines between texture levels, unlike the Stock shader Availabity System Requirements: Minimum: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 960M (or AMD equivalent) RAM: 4GB Shader model 3.0 Recommended: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 970M (or AMD equivalent) RAM: 6GB Shader model 5.0 You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/ FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GT 960M or better. Is this for stock? Yes! This also works on planet mods that support it. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the Parallax folder. This controls the quality and amount of tessellation. You can turn it off, too. Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Does this work with Rescale / Sigma Dimensions? Low scale values are mostly safe, but as you increase the size of the planet you will notice the tessellation quality start to degrade Can I use textures from Parallax_StockTextures in my own configs? While the license does allow you to use them, I would much prefer if you don't. The stock textures are to improve the stock game. I don't want to see loads of config packs using those textures because it takes away the uniqueness of the ones I created for the stock planets. Please - Don't be lazy, make your own. Optimization - On Demand Parallax uses a form of Load-On-Demand to massively reduce the amount of memory the mod uses at once. Here are some of the key features: Textures are only loaded for the planet you are currently in the SOI of Textures are unloaded when you leave that planet's SOI Texture loading takes mere milliseconds (You can find this information in the log) Supports DDS loading - DXT1, DXT5 and DXT5_NM RAM usage reduced from ~8GB to ~3.5GB on the stock config Optimization - Adaptive Parallax Texture sampling in a shader is expensive. When the mod was initially released, there were 61 texture samples every pixel, every frame. This used a lot of GPU power and it was inefficient. Included in update 1.1.0 is my method of massively reducing this amount of samples. There is no need sampling textures that won't be seen in that region on the planet. Luckily, KSP splits the terrain into quads, and each of these can be assigned its own material. By splitting up the shader into 5 separate shaders, the mod can use simplified versions where necessary. On flat land, only 25 texture samples are needed. On average, the performance has doubled since 1.0! Download You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases Please read the install instructions. Make sure you install Kopernicus from R-T-B. You will not get help if you do not upload your KSP.log in your error reports Donations Parallax took me months to develop. Not only that, but I had to learn an entirely new programming language (Unity CG) and familiarize myself with Unity - neither of which are simple! It's been an incredibly fun (and sometimes frustrating!) journey developing this mod, so I would like to thank those of you who have been supporting the mod since its beginning and those of you who choose to support me going forward. Should you donate, you will be helping me through my university studies! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From: https://creativecommons.org/licenses/by-nc-nd/4.0
  2. Seeing all of the new terrain on the new planets in Kerbal 2 has got me thinking. As an avid hiker and professional masochist, I would love to climb/hike up them. Not only are they big but they also seem to be extremely detailed, down to every individual rock. It would be a shame if the devs didn’t add an intuitive way for a kerbal to climb up them in the future. So here’s my idea. Gear Assuming that there’s an inventory system like Kerbal 1 or various mods, you would be able to equip a pack that has all the necessary gear you would need to climb any mountain in the kerbal universe. This would include: Rope 2 ice axes Crampons Tent/Temporary shelter Gameplay The ice axes and crampons are self explanatory. Ropes main use would be to secure your kerbal to said mountain, just in case you slip or accidentally press space. Every 10 meters or so you would place a hook to attach a rope to (this would also delete you previous hook just to make things less complicated). You would also be able to attach a rope to another kerbal for rescue missions & multiplayer. If kerbal 1 falls and kerbal 2 isn’t secured, this would cause kerbal 1 to pull kerbal 2 off the mountain and both of them would perish. As a bonus, it would be cool if there was a winch part for rovers. A kerbal would pull the hook attached to the winch and place it on anything they desire. This would be good for pulling rovers up steep slopes and pulling broken vehicles to a different location. The tent would be used for if you wanted to do something else or to resupply a Kerbal’s oxygen (if thats a thing). Conclusion Not only would a feature like this aid in exploration, but it would also open up new possibilities in science. Imagine if there was some special rock or land feature on a planet, but it’s on a mountain at a 70 degree slope. You could climb up there using a kerbal/rover.
  3. Hi, Perhaps an easy one for you gurus out there. Mods: Eve, scatterer, kopernicus, parallax, planetchine, waterfall. Recently, my planet textures (and aset navball mfd to a degree) become blury. Rover on mun, blurry textures when moving turning. ASET interior navball mfd slightly if rotating in mun orbit, and if looking at mun thru window. Driving me crazy because last week it seemed ok, I dont remember what mod I may have updated last. I just know I had been rover driving on mun earlier last month and hadn't had the issue. I listed some of the mods that impact this, not all mods installed, any thoughts? I even reset setting in graphics and restarted KSP itself, same. It's not a dealbreaker here, just wanting to figure it out and learn in the process, even for someone like me who has played a long time. Most likely if we cant figure it, I figure a mod will update and it will be gone. You all know how it is .... Marc (RW-One)_
  4. Is it possible to design a 3d model of, say, a big tree and then add it to terrain scatter, so that if terrain scatter is on, the 3d model would be scattered as well? could i make my own custom scatter objects?
  5. This is the ground textures mod for any STOCK game. It is developed to work best along side Stock Visual Enhancements. This mod adds ground textures to ALL celestial bodies within the STOCK SOLAR SYSTEM and makes scatter objects tangible. Here are some comparative screenshots of the scaled space textures in v2.0, courtesy of @RadGH Comparative Scaled Space Screenshots SVT v2.2.0 Change log Update for 1.6.1 Fixed mountain texture issue Added the workaround to fix black terrain with Sigma Dimensions If you don't want rocks, trees, cactus' and other scatter objects to be solid, remove the "EnableColliders" cfg in the SVT/configs folder. REQUIREMENTS: KOPERNICUS https://github.com/Kopernicus/Kopernicus/releases DOWNLOAD SVT To install: 1. Install Kopernicus https://github.com/Kopernicus/Kopernicus/releases and drop into your GameData folder. 2. Drop the SVT folder into your GameData folder. This mod is licensed CC BY-NC-ND Thank you to @Avera9eJoe and @Endraxial for the awesome scaled space planet textures. (that's half of this mods awesomeness!) If you would like to help keep my motivation up, please donate. Any amount Is amazing, really!
  6. So, I've got the 1.8 update fresh. I've landed on the Mun and not been able to see any difference. Anyone know how I get to the new textures? One more thing: My altimeter is completely broken. It's not displaying a thing. I've had to track my altitudes from the map screen, but it gets pretty darn annoying after a bit.
  7. KSP should have diggers, and an destructible terrain. There should be great science multipliers for mantle/core, etc
  8. Hi, this is my first topic: I can't see any object on any planet surface such as rocks and trees. I have many mods. Eve, scatter, planet shine, texture unlimited, etc. I went to the settings and I haven't found anything related with terrain grafics. I have ksp 1.7 with Braking Grounds. Any clue?... Thanks!
  9. Now, I know a lot of us (including me!) want to see a little more life on kerbin than just the space center. I think this could be achieved by introducing a new terrain scatter: a small neighbourhood, which would spawn on flat ground a bit like the trees but in clusters. I don't know if it'd be possible to make them light up at night? If they did, it'd make some pretty cool city lights from orbit.(perhaps toggle-able for potatoes like my laptop) I have seen the mod Kerbal Cities Pack before, and I think it's a good idea, but I think we need them more spread out, like the terrain scatters, which is what led me to this idea. Other possibilities for new terrain scatters would be farms and forests (basically a massive clump of the tree scatters) to make Kerbin seem like an actually populated planet rather than a space center and some trees. Ok, so I don't really know how this would all work, how hard it is to create terrain scatters or how laggy a terrain scatter as large as the neighbourhood scatter I'm suggesting would be, but that's my idea. Tell me what you guys think! (Also we'd probably need scatters to have colliders for this to work)
  10. I just noticed that the new terrai ngeneration turned the muns northpole from this awsome pyramid shape... ...to this "thing": It looked MUCH nicer before!!! Terrain settings are on max in both situations. The first pic is from jan '16 the second one from a few days ago. Can't you just put a pyramid over the pole again? I really did enjoy climbing it. Now my kerbals just fall through the ground and die, thats not as nice as enjoying the view from top of a pyramid we all can agree on that I guess.
  11. The trees on my KSP save are glitched and I am not sure why. I have images provided below and a mods list. Operation System: Windows KSP: 1.2.2, 64 bit. Mods: https://www.dropbox.com/s/ihhv5idl8bkamc6/KSP Heavily Modded DMP - Mods List.ckan?dl=0 Images: https://imgur.com/SDATW91 https://imgur.com/f99THzb
  12. Hi,Finally I've got my Rover to Minmus... But it faced a wierd scenario while trying cross the frontier lowlands/Midlands: there was an impassable gap in the surface (see image ). How to solve it? https://drive.google.com/file/d/0B7snssYo9VFpVGEyMk1hT2I4Zjg/view?usp=drivesdk Thanks
  13. Hello. So i have a problem. Not always, but quite often, when i land on any celestial body (Kerbin included) after getting close to the ground (like 10-15 seconds before touchdown) the ground tiles start disconnecting (clearly showing their boprder lines), and then some of them shoot up to the sky. It looks cool, but unfortunatelly it messes my landings, as all indicators show distance to the tile, regardless if that is the distance to the actual ground. After reaching the tile, it disappears and show up in the correct place just to start rising again. The whole thing is shown in the GIF linked below. The link Have anyone encountered this and if so, do You know what causes it? I have tried to disable all mods that potentially could change anything in terrain (anything that isn't just adding parts), but for now no success and so, here i am.
  14. Hi, I run KSP 1.2 prerelease on Ubuntu 14.04. I've followed every guide I can to increase my FPS, lowered every setting to the lowest it can be, (My computer is a lemon. Don't even ask!) and have it running as smooth as I possibly could get it to be. The problem is planet terrain. Say I have a ship in orbit around Kerbin and I rotate my camera to face space. Everything runs great. But say I rotate to face Kerbin. Everything starts to run slow and laggy. I've lowered my Rendering to Fastest, my Textures to Eight Res, and even created a custom Terrain Preset, "Lowest", where all minDistances = 3. I am wondering if the terrain detail is what is screwing with me though. Whenever I restart KSP, it defaults to "High." Stupid question, but could this mean that KSP is possibly rendering terrain using the High Preset even when it is set to Low or Lowest? I've also noticed that KSP still creates a log file, even when I turn on the "Do not create log" option in the launcher. Other than that, if anyone has any tips to increasing my FPS, mainly while at Kerbin, any help would be appreciated. This same problem occurs in older versions of KSP (so it's not just because of 1.2), and I've already tried redownloading the stock files multiple times. I can attach my settings.cfg file if needed. Ty ETPOF
  15. So I downloaded the full release of Kerbal Space Program 1.1 yesterday, and the terrain is glitchy. Its all black. It never did this in the pre-releases. I've taken all my mods out, I've downgraded to 1.0.5 then upgraded again, I've even reinstalled it and it's still there. Screenshot of Terrain
  16. HELLO! We all know that nobody uses the lvl. 1 runway in career due to it's absolutely horrendous bumpiness, everybody simply taxis onto the grass beside it. IDEA: The surrounding terrain around KSC should be bumpy like the rest of Kerbin, Also, the surrounding terrain possibly also get flatter as you upgrade the runway, as it would cause players to actually need to upgrade the runway if they want to attempt to fly. The level 1 runway is good enough for basic planes but if you are looking to make more advanced planes, we all just taxi off the runway. This could be prevented and add another element to the whole career mode by making a small change ***************************************************************************************** If you're not all that experienced with modding, no reason to continue ****************************************************************************************** MODDERS!! I am semi familiar with the Unity engine and know that squad probably used something other than the standard terrain tool to create Kerbin, however, I also know that mods that allow you to sort of edit the terrain already exist, with the new 64 bit functionality, perhaps a terrain editor mod could be released or at least a mod that creates what I said above. Any ideas are welcome
  17. does anyone know how you can upload and config a terrain scatter to the game, like all the trees ect, i was just thinking if it would be possible to add like seaweed or fish to make under the water less boring?
  • Create New...